monster Bogey





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Tiny fey
Hit Dice 1/2d6+2
(3 hp)
Initiative +5
Speed 30 ft.
(6 squares)
18 (+2
size, +5 Dexterity, +1 insight), touch 18, flat-footed 13
Base Attack/Grapple +0/-1
Attack club -1
melee (1d3-3) or sling +7 ranged (1d2-3)
Full Attack club -1
melee (1d3-3) or sling +7 ranged (1d3-3)
Space/Reach 2-1/2
ft./0 ft.
curse, spell-like abilities, telekinesis
Darkvision 30 ft., evasion, fear of noise, greater
, Low-Light
, Spell
8, uncanny dodge
Saves Fort +2,
Ref +7, Will +3
Abilities Strength 5,
Dexterity 20, Constitution 14, Intelligence 12, Wisdom 13, Charisma 13
Skills Climb +5, Craft (any two) +7, Knowledge (local) +9, Knowledge (nature) +13, Listen +7*, Move
+9*, Sense
+5, Spot +7*
Feats Dodge (B), Mobility
Environment Any building
Organization Solitary,
family (2-5), or festival (20-200)
Treasure 50% coins,
50% goods, standard items
Alignment Usually
lawful good
Advancement By character

The creature resembles
a wee elf, with a big nose and comical, brightly colored garments.

Bogeys are close relatives
of brownies that reside in extremely old buildings, preferably those inhabited
by good-aligned creatures. Bogeys are beneficial creatures, helping out with
chores after the resident family goes to bed. Bogeys never accept payment for
their help, though if someone leaves out small scraps of food for them, they
gladly gobble it up.

Bogeys generally remain
invisible, revealing themselves only to the pure and innocent, such as children
or paladins. They are frightened by loud noises, and generally will go into
hiding for some time after a sudden clamor arises. Bogeys are known to play
with young children, but they vanish when a disbelieving adult is near.

Although generally solitary,
each month at the night of the full moon, up to hundreds of bogeys gather for
a festival. Very few mortals have seen these merry occurrences, and those who
have tell that strange secrets can be gleaned from them. Bogeys are primarily
vegetarians, though they may eat sausages and smoked meats at their festivals.

A bogey stands no taller
than 2 feet and weighs about 6 pounds. Their garments are usually made of wool
or linen and dyed bright colors and decorated with elaborate embroidery or trimmed
with silver or gold studs and buttons.


Bogeys, like brownies,
prefer to avoid combat. However, they will try to drive off any threats to their
adopted homes, using their spell-like abilities to torment intruders until they

Dying Curse (Sp): Any creature that lands the killing blow upon a bogey is subjected to a curse
(as the bestow curse spell, Will DC
15, caster level 8th). The curse always manifests as a –4 penalty on attack
rolls, saves, ability checks, and skill checks. The dying curse cannot be dispelled,
but it can be removed with a break enchantment, limited
, miracle, remove
, or wish spell. remove
works only if its caster level is equal to
or higher than the bogey’s caster level. The save DC is Charima-based.

Fear of Noise (Ex): A bogey has an irrational terror of loud sounds. It must make a Will save
(DC equals the DC of the sonic effect or 10, whichever is higher) or be frightened
for 1d4 rounds. Particularly loud and jarring mundane noise, like the pealing
of an enormous bell, may have a DC higher than the default of 10. If a bogey
is struck by a sonic fear attack it must make two saves versus fear, one for
the special attack’s fear and one for its own fear of noise, and the duration
of the resulting fear effects stack.

A bogey remains invisible even when it attacks. This ability
is constant, but the bogey can suppress or resume it as a free action.

Spell-Like Abilities: Always At will—dancing lights, faerie fire, ghost sound (DC 11), mending, message, open/close, prestidigitation, ventriloquism (DC 12). Caster level 8th. The save DCs are Charisma-based.

Telekinesis (Su): A bogey can use telekinesis as a standard action (caster level 2nd or equal
to the bogey’s HD, whichever is higher). When a bogey uses this power, it must
wait 1d4 rounds before using it again.

Skills: Bogeys
have a +4 racial bonus on Knowledge (local)
checks and a +8 racial bonus on Knowledge (nature) checks. Bogeys have a
knack for working with their hands, and they gain a +2 racial bonus on all Craft checks. Bogeys have keen senses and receive a +2 racial bonus on Listen and Spot checks. Bogeys use their Dexterity scores
for Climb checks.

*Bogeys have a +6 racial
bonus on Listen, Move
, and Spot checks within the house they’ve adopted
as their own. These bonuses only function within one home that a bogey has resided
in for more than 30 days.

Originally appeared
in Dragon Magazine #239 (1997) as “boggart”.



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